ef2 transporter mod idea -1 reply

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16of21

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17th August 2002

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#1 15 years ago

I am suggesting a mod that involves creating a tag, for lack of a better term that designates skins and bots by species and forces that bot or skin to use their race's transporter effect. I would do it but I can't mod for ****.




16of21

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#2 15 years ago

bump




FileTrekker Über Admin

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#3 15 years ago
I am suggesting a mod that involves creating a tag, for lack of a better term that designates skins and bots by species and forces that bot or skin to use their race's transporter effect. I would do it but I can't mod for ****.

No please, no thank you, no proper, real disctiption. And you cant mod, so you want someone else to work there arse off to so you dont have to? :lol: please, learn, like the rest of us :p

bump

Idiot :rolleyes:


Danny King | Community Manager | GameFront.com



16of21

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#4 15 years ago

FileTrekkerNo please, no thank you, no proper, real disctiption. And you cant mod, so you want someone else to work there arse off to so you dont have to? :lol: please, learn, like the rest of us :p

Idiot :rolleyes:

You are right. What I should of said is "where do I start?"

Where do I start? I have another idea. An item that interferes with transporters in holomatch. A 4 out of 10 chance of dying ing transit. I have the gdk, where do I start?

Thank.




FileTrekker Über Admin

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#5 15 years ago

The best place for any modder to start is to look inside the PK3 files. To do that get a program from EFFIles such as pakscape. Once looking around, things begin to make more sence.


Danny King | Community Manager | GameFront.com



16of21

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#6 15 years ago
FileTrekkerThe best place for any modder to start is to look inside the PK3 files. To do that get a program from EFFIles such as pakscape. Once looking around, things begin to make more sence.

I have narrowed it down to the Pak0.pk3 file. I just don't know what to do next.




brushbaron

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#7 15 years ago
16of21I have narrowed it down to the Pak0.pk3 file. I just don't know what to do next.

I think he meant get yourself familar with the different files and what they are used for.

.map files are source map files that are uncompiled. The UberRadiant saves these.

.bsp files are compiled versions of the .map file. You can compile from UberRadiant. To get started with the level editor (UberRadiant) http://www.ritualistic.com/games/ef2/gdkdocs/start.html AND http://www.ritualistic.com/games/ef2/editing/.

.scr files are scripting files used with each .bsp to add more functionality to the level. These files are placed in the same map file as the .bsp file. .bsp files go into /base/maps directory.

After compiled, you load up the game and type into the console ( '~' <- Tilda key ) "devmap mymap"

mymap is your map name.

.tgas or .dds are the textures

That's enough for now, don't wanna overload you.